Working on a "final" version of the RogueDPS Reborn sheet where I overhaul bits in the damage calculations sheet to amongst others make extra attacks easier to track, I hope with the changes I make there wont be any major work left to do in the sheet. I'll as always post and update here and on therebirth's boards when I release the "final" version.

Soyoen wrote:Working on a "final" version of the RogueDPS Reborn sheet where I overhaul bits in the damage calculations sheet to amongst others make extra attacks easier to track, I hope with the changes I make there wont be any major work left to do in the sheet. I'll as always post and update here and on therebirth's boards when I release the "final" version.

Until then I wish you all the best Soyo

I'm quoting myself, I'm such a tool.

Anyways, the final version has been uploaded unless some major bug is encountered. You will find all the worthwhile changes in the changelog, but obviously there is some code rewrite/cleanup throughout the sheet. Extra attacks rewritten, missing food buffs & totems added, rank 9 eviscerate optional, seal fate talent, thrash blade added, 30s timespan, base miss formula adjustment to match a situation that we as rogue will very rarely experience. Aside from this I went through the energycycle sheet and did some adjustments in how things are calculated in order to get the sealfate talent to work properly.

Thanks for adding all those new features and keeping the sheet updated.

On the topic of stones, I'm curious about what you used to simulate Dense Sharpening Stones dmg addition to Sinister Strike hits and crits ?

The overall dps results seemed a bit off to me compared to the results I ended up having with less gear than what I put into the sheet and on a non patchwerk boss fight ; as well as by just comparing IP and DSP in the sheet with similar gear, armor values, buffs, etc. So I looked into it.

Perhaps this would be explained by the cell B9 and B10 about SS hits and crits damage. Both of which are completely unchanged upon going from IP to DSP, unlike B3 and B4 for MH and OH white damage calcs which take into account the +8 weapon damage increase.

B10 being based off B9, the issue lies within B9 formula, I think. And this is where we apply Aggression modifier in B9 and then Lethality for B10.

With +8 weap dmg, SS hits and crits should be quite different than with IP as weapon buff, but they currently aren't, at all.

On a less nerdy note and for the sake of completeness, I believe Mark of The Champion could be added as a trinket option. With a straight up +150 AP as effect and nothing else (the user being smart enough to understand the Undead/Demons situation).